* Remove one possible deadlock situation as seen today
* On script rez, XEngine was taking an m_scripts lock and then later on an m_parts lock when looking for a part by local id * In the meantime, a scene object being deleted would take an m_parts lock and then later on try to take an m_scripts lock when it tried to trigger script removal * There may be better ways to resolve this, but I believe that in general, we must always take an m_parts lock before an m_scripts lock0.6.0-stable
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4c7ddd2c71
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@ -406,9 +406,15 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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// Get the asset ID of the script, so we can check if we
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// already have it.
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// We must look for the part outside the m_Scripts lock because GetSceneObjectPart later triggers the
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// m_parts lock on SOG. At the same time, a scene object that is being deleted will take the m_parts lock
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// and then later on try to take the m_scripts lock in this class when it calls OnRemoveScript()
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SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
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if (part == null)
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{
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Log.Error("[Script] SceneObjectPart unavailable. Script NOT started.");
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return false;
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}
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TaskInventoryItem item = part.GetInventoryItem(itemID);
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if (item == null)
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@ -494,7 +500,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_DomainScripts[appDomain].Add(itemID);
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ScriptInstance instance =
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new ScriptInstance(this,localID,
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new ScriptInstance(this, part.LocalId,
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part.UUID, itemID, assetID, assembly,
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m_AppDomains[appDomain],
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part.ParentGroup.RootPart.Name,
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